Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
WIS Save
Damage/Effect
Psychic
You attempt to seal away one creature that you can see within range. If the target is of evil alignment, they must succeed on a Wisdom saving throw or be magically trapped in a clay jar, which must then be sealed by the magical talisman. If the target has been trapped by the effects of this spell before, it has advantage on the saving throw. If the save is successful, the creature misses the clay jar, taking 15d8 psychic damage instead. Once trapped, a creature remains in the clay jar until the talisman is removed or destroyed.
The clay jar can hold only one creature at a time. A creature trapped in the clay jar no longer needs to breathe, eat, or drink and does not age.
* - (a clay jar and magical talisman worth at least 1,000 GP combined.)
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